Maintenance for the week of January 5:
· [COMPLETE] NA megaservers for maintenance – January 7, 4:00AM EST (9:00 UTC) - 10:00AM EST (15:00 UTC)
· [COMPLETE] EU megaservers for maintenance – January 7, 4:00AM EST (9:00 UTC) - 10:00AM EST (15:00 UTC)

Werewolf Overhaul

  • cpuScientist
    cpuScientist
    ✭✭✭✭✭
    Zarkeson wrote: »
    Compare these things to vampires whom have cloaked(hidden) weaknesses, mist form(75% damage reduction), un-death passive(negate up to 33% damage when under 50% health, super siphon(restore 20% max health), massive AOE(bat swarm).
    Werewolf transformation is such a short period. It needs to have very good incentives!
    Some people literally dodge/vanish from a transformed werewolf until it runs out, then begin attacking. That's very disappointing.
    Beokros


    Not going into your suggestiosn just want to mention that this is where you are wrong.

    1) First off it is pretty obvious if someone is a vampire (abilites, bufftracker, evil hunter). And the extra fire dmg is massive. Everyone and their mother deals fire damage in pve and pvp. Also mind that the FG abilites deal more dmg to them as well.

    2) Mist form has it's downside. No magicka regen, no ability usage, no sprint. You can't attack while you use this skill.

    3) Undeath doesn't grant you 33% mitigation under 50% health. It grants you UP TO 33% negation, beginning to rise at 50% health. So you need really low health to get the full mitigation.

    4) Also, Drain Essence doesn't restore 20% max health. It restores 20% of the missing health each second over 3 seconds. Mind the difference. Also, it's a channel and no burst heal. It can be interrupted and you can't do anything else while using this.

    5) My Batswarm has a tiny bit over half the tooltip dmg per sec of the destro ult + it only lasts 5 seconds.

    You are not wrong but here are some things to keep in mind. Vampire is mostly for PvP and some tanks. In PVE you just feed.

    1) in PvP no Stam does fire damage, and alot of people in PvP are Stam. Some do dawnbreaker but that's just 1 ultimate. The only real heavy fire damage in PvP is from DK, and fire destro ultimates again ulti that will kill anything so you have to leave. Templars are mainly jabbing and Jesus beaming both non fire damage. Nightblades light/heavy attacks are fire that's it. Sorc 1/3 of force pulse light/heavy. MagDK is where the fire is brought in force.

    2) true what you said about mistform. However it is one of the most powerful abilities in this game every mag class except sorcs use it all the time. It's not meant to be an attack it's an escape and an extremely good one, there is a morph that gives speed. So you do move quite rapidly in the form. The benefits faaaaar outweigh any perceived weaknesses. People go vampire for this skill first off then the other buffs. Furtheremore this stacks with shields, so your shield is taking 75% less damage while in mistform. Don't try to down play the power of this amazing skill. People go mistform and go through all five of a sorcs mines and just laugh it off. It can be used to get in to keeps tanking the oils and mines and ground abilities such as caltrops. And get in near unscathed and in slowed rooted or knocked down. it's AMAZING!

    3) undeath grants .66% mitigation per health point under 50% so at just 40% health you are at near 7% mitigation, this is powerful. And should not be down played.

    4) again what you say is true but is just half the story, this ability is one of the most broken stuns in the game as it can be cancelled but the stun animation still goes through. Making it a beauty for setting up burst or apply pressure on classes with poor stuns like magplar. And for the high health tank builds in PvP and PvE the heals are gargantuan.

    5) finally true once again, but still not the full detail. It costs 100 less ultimate and the healing morph is actually huge. It's a powerful defensive and offensive AoE ultimate all for just 148 ulti. A powerful ULTI used alot by sword and board magDK, and magplar. And gets some use still on non bomb magblades.

    All in all a truly strong kit that sees alot of use from all it's abilities in PvP. And for group PvE for the most part the fire damage never comes into play and the regen is quite useful, and some tanks love the drain/undeath. (I think the undeath is silly on a tank, you don't ever wanna rely on it but whatever)
  • bloodthirstyvampire
    bloodthirstyvampire
    ✭✭✭✭✭
    Don't like werewolf if vampire and werewolf overhaul my life is complete
    Edited by bloodthirstyvampire on April 3, 2017 7:33PM
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
    ✭✭✭✭✭
    ✭✭✭✭
    Only if Vampires also get an overhaul.
  • KochDerDamonen
    KochDerDamonen
    ✭✭✭✭✭
    I would like werewolf a lot more if...

    - You could still use class skills while in werewolf form, or at least "buff/debuff" ones if the attacks would look silly (thinking of a werewolf stamplar using jabs there, haha). If a player is a werewolf their spells should have an added icon that indicates whether it is werewolf-friendly or not
    - Activation had some effect to make up for the channel, instant fear or ignoring damage or something along those lines. Maybe have the morphs effect this, berserker could bleed nearby enemies and pack leader give a heal to allies or something?
    - Do something with the heal so that it's friendlier for stamina characters. Whether it scales off of stamina, or relates to max/missing hp, or even a new way of scaling a heal like how many enemies/allies are nearby. It is very clear at this time that a magicka werewolf isn't going to do much other than heal themselves like a potato, I don't think ZOS is going to make werewolf useful for magicka builds so they should tweak the heal so that it feels better to use, even if it's not that much more powerful.
    - I really feel like one of the werewolf's spells or passives should give them detection of stealthed units, thinking reveal of invisible at a very small range(weaker than mage light/evil hunter) and perhaps a greatly increased range for standard crouched stealth. sniff sniff, and all that

    FINALLY, to help werewolves feel more welcome in group content I propose... not increasing their dps, wait for it, okay hold up put down the pitchforks. I think werewolves should have one (or both) of the following for certain
    - Access to a taunt
    - Unique debuffs on their actives, to encourage using them as a support-dps (or dps-tank). Shred physical resistance, % increases on certain damage types, restoring stamina from striking marked enemies, whatever you gotta do. Obviously their damage values might have to go down a bit to account for these increases, but it would probably end up a wash for the werewolf themselves. It would make werewolves desirable even if you know their dps on a fight over 30 seconds isn't going to be as high as non-wolves.
    If you quote someone, and intend for them to see what you have said, be sure to Mention them with @[insert name].
  • craybest
    craybest
    ✭✭✭✭✭
    I'd love if ww could be used more often. Many times I want to turn in a dungeon but I prefer not to , to save it for the boss
  • kadar
    kadar
    ✭✭✭✭✭
    DocFrost72 wrote: »
    Avran_Sylt wrote: »
    @DocFrost72

    Interesting

    I don't have access to view the WW skills in game. but is that 30% damage bonus for the skill only? or a passive skill added. just curious.

    A morph of piercing howl, howl of agony. The tool tip states that the move (the howl) will do 30% more damage to feared targets. Since roar fears targets, it is a very powerful synergy that werewolves have! In PvEland, pre 1tam, I was hitting wrothgar bosses for 33-37k per hit, crit.

    @Avran_Sylt This is what I was trying to get at. I think the OP said Howl when he was trying to talk about Roar... Either way, I'm open to changing a morph of Roar or something as long as I can keep the synergy and increased damage from combining Roar and Howl.
  • mb10
    mb10
    ✭✭✭✭✭
    ✭✭✭
    WW is actually fine but I think the constant feeding can be annoying. Everything timer related should be doubled.

    The vampire set up makes it so everyone who uses magic in game has a decent incentive to be one but there's no reason to be a WW atm unless you like it and/or good at it
  • TheRealPotoroo
    TheRealPotoroo
    ✭✭✭✭✭
    I'd play WW more often if it had first person view. I've never understood why it doesn't.
    PC NA, PC EU

    "Instead of taking the best of the dolmens (predictable rotation), the best of the geysers (scalability based on number of players), and the best of the dragons (map location and health indicators) and adding them together to make a fun and dynamic world event scenario, they gave us....... harrowstorms." https://forums.elderscrollsonline.com/en/discussion/comment/6850523/#Comment_6850523
  • cpuScientist
    cpuScientist
    ✭✭✭✭✭
    I must say I really do not see the point of a werewolf tank. It would be viable in simple pledges only. In trials there are far too many buffs and the like that need to be kept up. And in some of the the harder 4 man's meh. No ulti no chains NOTHING really useful for tanking. Could be fun though. Nice if they made the unused morph a taunt I guess.
  • Tasear
    Tasear
    ✭✭✭✭✭
    ✭✭✭✭✭
    Yeah werewolves are a disappointment
    Edited by Tasear on April 4, 2017 4:36AM
  • cpuScientist
    cpuScientist
    ✭✭✭✭✭
    mb10 wrote: »
    WW is actually fine but I think the constant feeding can be annoying. Everything timer related should be doubled.

    The vampire set up makes it so everyone who uses magic in game has a decent incentive to be one but there's no reason to be a WW atm unless you like it and/or good at it

    This is the main thing right here!
  • azoriangaming
    azoriangaming
    ✭✭✭✭
    well werewolves have not that long ago had a rework now it should be vamps turn for a rework.
  • AnviOfVai
    AnviOfVai
    ✭✭✭✭✭
    I have recently been playing a werewolf in PVP, and due to to it being my only high dps attack as a tank, I really do like to use it. I find it hard to gain the ultimate with it, even with the extra werewolf boost armor and the blood spawn helmet.

    The werewolf normally works better if your in a team, especially if you have your skills set to help groups. Although it works even better if your running with other werewolves ;)

    The only down side is your timer, and how long it takes to generate the ultimate.

    "I appear at my lord's behest, or perhaps I was always here, and you merely lacked the ability to see me."

    PS4 - EU

    AD - Pet Sorcerer - Damage Dealer - 160
    DC - Warden - Werewolf - in - progress - 160
    DC - Templar - Tank - 160
    DC - Sorcerer - Damage Dealer - in - progress
    EP - Dragon Knight -Fire Tank - 160
    EP - Nightblade - Damage Dealer - 160

  • Thraben
    Thraben
    ✭✭✭✭✭
    Werewolves should be able to use Alliance War Skills.

    Problem solved.
    Hauptmann der Dolche des Königs

    DDK ist die letzte Verteidigungslinie des Dolchsturz- Bündnisses auf der 30-Tage-No-CP- Kampagne(EU) mit dem Anspruch, in kleinen, anfängerfreundlichen Raid-Gruppen möglichst epische Schlachten auszufechten.

    DDK is the Daggerfall Covenant´s last line of defense on the 30 days no-cp campaign (EU). We intend to fight epic battles in small, casual player friendly raid groups.
  • Duiwel
    Duiwel
    ✭✭✭✭✭
    OP you realise werewolves are WOLVES right?

    Wolves are dangerous creatures because of what they are capable of.

    The only tanky werewolf in any fiction so far was in underworld and it was an abomination concocted with scientific pseudo-science experiments...

    underworld-awakening-selene-versus-giant-werewolf-lycan-kate-beckinsale-review.jpg

    You do damage in ww, selfheal and then go back to tank out of ww...
    @Duiwel:
    Join ORDER OF SITHIS We're recruiting! PC EU

    "Dear Brother. I do not spread rumours. I create them..."
  • ynimma
    ynimma
    ✭✭✭✭
    Well done, OP and nevermind the comments from those who only have opinions but no insight on the whole WW concept.
    I maxed out my WW-line and have to agree with you: WWs are great fun but they could really benefit from some tender loving care to make them somewhat more competitive as well.
    While I can't stop seeing hordes of vamps all around (actually they're too much for my taste and ES lore may not justify their presence in such high numbers - again, this is my opinion only), it would be nice to have werewolves to be more than funny punchbags.
    I like your list of ideas and agree with them!
  • Chrlynsch
    Chrlynsch
    ✭✭✭✭✭
    ✭✭
    Let me start this out as saying I have been a werewolf for YEARS, and have put countless ours into werewolf form. While werewolf isn't perfect, a overhaul is not needed and you just need some education in werewolf play.

    Rousing roar: adds major brutality to your werewolf and others around you for 20+ seconds, it also adds burst to your howl of agony, and allows you to burst through perma blockers. This is a strong combo and can make quick work of many opponents.

    Fully leveled you gain roughly 10k spell resistance and armor, heavy armor can provide great synergy with werewolf when it comes to sustain.

    A fully leveled feral pounce will add 4 seconds to your werewolf timer.

    I've completed VMA no deaths in one transformation thats 40+ min in form. I've stayed in form in IC for hours straight farming tel var.

    If you struggle too much with staying in form, just find a Pack of Werewolves to run with, I run one ever Wednesday in pvp.


    Real issue in my opinion is the max dps they can obtain. Don't get me wrong the burst is in a good spot. But cut the bleed damage in 1/2 and duration in 1/2 and allow it to stack 10 times. This will allow for big dots to grow and light attacks to become lethal.

    Stealth would be nice, reduced devour time + 15% regen buff for 1 min, diffeorent were skins, and tormentor set procing on pounce would all be welcome in my book.

    Seriously if you need some help making werewolf work for you in game please message and add me in game @Chrlynsch

    -Caius
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • Strider_Roshin
    Strider_Roshin
    ✭✭✭✭✭
    ✭✭✭
    Being a werewolf was only worth it for the extra regen. Now that's gone, it's worthless.
  • KeiruNicrom
    KeiruNicrom
    ✭✭✭✭✭
    Ww abilities need costs reduced and devour needs an overhaul. Beyond that i think WWs are fine. I play WW all the time pvp and pve(in normal dungeons and trials when people are okay with it) and the only issues i have are with devours weird targeting(if an ally is near you the synergy doesnt show sometimes) and that i run out of stamina alot, especially in pvp with no cp. The damage is decent the skills are everything one could need and duration can be easily controlled if you know what youre doing
  • Katahdin
    Katahdin
    ✭✭✭✭✭
    ✭✭✭✭✭
    Being a werewolf was only worth it for the extra regen. Now that's gone, it's worthless.

    The regen is still there, you just need to have the ultimate on your bar. The only change they made was that you have to have the skill slotted to get the regen instead of just getting it as a passive on the character sheet.
    Beta tester November 2013
  • Cously
    Cously
    ✭✭✭✭✭
    Werewolves could use a taunt. Although when you think about it, chains and talons would be missed. On the other hand would be fun to tank single bosses as a werewolf. I love doing it on my tank but of course I can't keep the boss on me.
  • sneakymitchell
    sneakymitchell
    ✭✭✭✭
    Nice buff ideas. We want more raw power as werewolf. And small bit tankness. Christ sake u have to wait 3 mins or so just to get werewolf form and if a Zerg is coming to u. U won't have time waiting for it. U will spend a dawnbreaker or something just to kill couple of them maybe. But if there was a new dynamic ulti to the game. I probably say a same nah in some things.
    NA-Xbox one- Ebonheart Pact- Nord Tank DK
    PC-NA Ebonheart Pact Nord Stam Templar
  • FoulSnowpaw
    FoulSnowpaw
    ✭✭✭
    Werewolf really needs an overhaul. Hopefully some good change is made soon enough.
  • LadyLavina
    LadyLavina
    ✭✭✭✭✭
    I don't personally play a ww, but if the ulti were a toggle , I feel you'd see players doing a lot more interesting things w/ them.

    Edit: Maybe make silver bolts or the fighters guild abilities in general capable of pulling someone out of form to account for it being a toggle. idk


    also inb4 dead horse. i know. lol
    Edited by LadyLavina on April 5, 2017 11:10PM
    PC - NA @LadyLavina 1800+ CP PvP Tank and PvP Healer
  • kadar
    kadar
    ✭✭✭✭✭
    4 Werewolves in a group mean permanent transformation. Coordinate your efforts a bit and it can be really fun.

    Once you get everything morphed I actually find the WW toolkit to be pretty good in Cryodiil. Be thoughtful with your builds and WW can be quite strong in it's current form.
  • IlCanis_LupuslI
    IlCanis_LupuslI
    ✭✭✭✭✭
    Katahdin wrote: »
    Being a werewolf was only worth it for the extra regen. Now that's gone, it's worthless.

    The regen is still there, you just need to have the ultimate on your bar. The only change they made was that you have to have the skill slotted to get the regen instead of just getting it as a passive on the character sheet.

    I play the ww in PvP laut and the only Thing i would like is the heal scale of max stam and wd and the resource management(especially when cost reduction gets removed its going to be a nightmare managing those resources) many give us back 20% of our stamina and magica when devouring a enemy or smth. And the heals are a joke, make it more like vigor and all problems are solved
    Cp 1490
    Xbox-EU-AD
    Khajiit Night blade Healer(BiS for cuteness)-Flawless Conquerer Grand Overlord
    Khajiit Stamsorc Werewolf, Flawless Conquerer (1st attempt ww form during the entire dungeon) main
    Khajiit(Master Race) Templar Healer, Flawless Conquerer
    Khajiit Stam dk, Flawless conquerer, 2nd attempt
    https://www.youtube.com/channel/UCQhCmVHwZioVyTEDberxGtA?view_as=public
    Werewolf Veteran player, Since Wrathstone-DLC "Raid-Wolf", 50k dps with fracture, Pvp Healer.
  • IlCanis_LupuslI
    IlCanis_LupuslI
    ✭✭✭✭✭
    To other Werwolves out there, how do you setup your Cp in the blue tree???? I play my ww in heavy armor in PvP since I get focused a lot and get some magica back for heals...
    Cp 1490
    Xbox-EU-AD
    Khajiit Night blade Healer(BiS for cuteness)-Flawless Conquerer Grand Overlord
    Khajiit Stamsorc Werewolf, Flawless Conquerer (1st attempt ww form during the entire dungeon) main
    Khajiit(Master Race) Templar Healer, Flawless Conquerer
    Khajiit Stam dk, Flawless conquerer, 2nd attempt
    https://www.youtube.com/channel/UCQhCmVHwZioVyTEDberxGtA?view_as=public
    Werewolf Veteran player, Since Wrathstone-DLC "Raid-Wolf", 50k dps with fracture, Pvp Healer.
  • Marktoneth3
    Marktoneth3
    ✭✭✭
    really want silver items to destroy those dogs and blood suckers
  • FoulSnowpaw
    FoulSnowpaw
    ✭✭✭
    Werewolves have physical, bleed, and disease damage. For blue CP focus on Mighty(physical/disease damage boost) and Thaumaturge(increased damage for damage over time effects).
  • Tommy_The_Gun
    Tommy_The_Gun
    ✭✭✭✭✭
    ✭✭✭✭✭
    Only if Vampires also get an overhaul.
    WW & Vamp should have more magicka / stamina morphs - so you could go for magicka werewolf or stamina vampire...
Sign In or Register to comment.